Difference between revisions of "Thoughts"

From SoundInGames.com - Sound Design in Games
Jump to: navigation, search
m
m
Line 14: Line 14:
 
| rel-tag2=May relate to:<br>
 
| rel-tag2=May relate to:<br>
 
| rel2=[[Narrator]]<br>
 
| rel2=[[Narrator]]<br>
| rel-tag3=May use:<br>
+
| rel-tag3=Often uses:<br>
 
| rel3=[[Dialogue]]<br>
 
| rel3=[[Dialogue]]<br>
 
| description = [[Thoughts]] allow expressing messages in a diegetic way. From an emotional standpoint ([[Emotional Script]]), providing access to the PC's [[Thoughts]] also has the potential to enhance the empathy between the player and the PC. Additionaly, the associated introspection contributes to inspire and maintain a sense of immersion in the experience.  
 
| description = [[Thoughts]] allow expressing messages in a diegetic way. From an emotional standpoint ([[Emotional Script]]), providing access to the PC's [[Thoughts]] also has the potential to enhance the empathy between the player and the PC. Additionaly, the associated introspection contributes to inspire and maintain a sense of immersion in the experience.  

Revision as of 13:50, 27 October 2011

Deck←
This is a candidate pattern, entering version 2.0 of the Deck.
Front face Back face
The card's front face The card's back face

Candidate Card (new in version 2.0)

Synopsis

Revealing what a character is thinking of.

Relationships

Contexts:
Narrative , Emotional Script , Gameplay File:M385px-Gameplay-front-v20.png.
May relate to:
Narrator .
Often uses:
Dialogue .

Description

Thoughts allow expressing messages in a diegetic way. From an emotional standpoint (Emotional Script), providing access to the PC's Thoughts also has the potential to enhance the empathy between the player and the PC. Additionaly, the associated introspection contributes to inspire and maintain a sense of immersion in the experience.

Thoughts often consist of Dialogue that contributes to the Narrative, though other solutions have been explored. When Dialogue is used, it can actually be spoken (though usually in a quiter tone, being directed to the self), or it can be represented as a verbalization "inside the head" of the character. Usually, the latter case uses some acoustic effect, specially when the distinction is relevant (for instance when other characters are present).

Examples

Heavy Rain: Choosing Thoughts as part of the Gameplay.
Silent Hill Homecoming: The question augments the focus and suggests that there is something special about this particular scene.
Metal Gear Solid 4: An flashback (audio only). In this one, Snake recalls a scene from the former Metal Gear Solid 2.
[show less examples...]
Sam & Max 301: The Penal Zone: Reading (listening to) other's Thoughts as part of the Gameplay.
Tomb Raider Underworld: Lara's comment (to herself) helps interpreting and focusing on a relevant piece of the puzzle.
Silent Hill: The question allows the player to perceive the PC's interest and own difficulty in understanding the sight.



FakeX-front-v10.pngFakeX-back-v10.png